I was hoping to write up my thoughts and first impressions on Destiny 2’s “Episode: Echoes,” but the timing just didn’t work out. Now that the first two acts are out and complete, I can sit down and talk about it.
Overall, I think the new episode format is fine, and “Echoes” in particular is fine. The story and content are both interesting enough, but none of it is particularly noteworthy so far. As of act two, there are three activities introduced: Breach Executable, Enigma Protocol, and Battlegrounds. Beginning with Breach Executable, it’s a seasonal arena that consists of running around an area on Nessus performing a few different tasks before fighting a boss. There are a few different objectives that it can be, so there is some variety. Same with the bosses. The bosses consist of a hydra, a tormentor, and a minotaur. I’ve seen complaints about void splash damage feeling very overtuned in Breach Executable, and I agree, thought it doesn’t ruin the activity. That being said, some of the fights, especially the tormentor, feel like they drag on a bit. Some features that I really like about Breach Executable is how it offers a higher difficulty that is matchmade, and if you complete the encounters fast enough you’ll get more loot. Breach Executable offers a nice but relaxing challenge with some decent rewards tied to it. Enigma Protocol was the other activity introduced in act one, and it gets repetitive fast, especially with having a pinnacle reward tied to it and locked behind two full clears. That wouldn’t be an issue if there was variety, but it’s the same mission every time with minor changes here and there. There are technically two versions: one featuring vex and other featuring taken. Even if the enemies change, the encounters and parkour traversal sections between them are always the same. There’s also a timer ticking down that resets the entire run if the timer reaches zero. For example, if you beat the final boss of the mission but run out of time during the traversal section at the end, you will have to restart the entire mission. Enigma Protocol gets old fairly quickly, especially because of how punishing failure can be. The Battlegrounds introduced in act two are all a solid addition. They’re long enough with plenty of enemies and they flow together pretty well. Even though they’re always the same missions, they don’t feel as repetitive as Enigma Protocol. I think that the timer and parkour traversal sections really hinder Enigma Protocol. Since the Battlegrounds don’t have a timer and the traversal sections are just normal mission progression, I think they’re fine and fairly enjoyable because the combat and enemy encounters all feel good.
Turning to the loot introduced this season, there’s a lot of variety. A new arc two-round burst pulse rifle, a stasis grenade launcher that leaves aoe puddles behind like Witherhoard, and a solar rocket sidearm are the most noteworthy weapons introduced. The solar scout rifle, void rocket launcher, and stasis sword all have some interesting perk combinations, even if the weapon archetypes aren’t the most desirable. The stasis auto rifle and arc hand cannon are the least interesting new weapons introduced. The season also reprises some weapons from “Season of the Dawn:” Breachlight, a strand two-round burst sidearm, Patron of Lost Causes, a kinetic scout rifle, Line in the Sand, an arc linear fusion rifle, and Perfect Paradox, a kinetic shotgun. The reprised weapons are all fine. They have some interesting perk combinations, but none of them really stand out as best in class. All of that being said, I really like the actual acquisition of loot. The activities feel rewarding, especially because they all have items, radiolite samples, that you can find scattered around the map and redeem at the end of the mission for a lot of loot. The activities feel rewarding, even if the loot isn’t always the most exciting.
SPOILERS FOLLOW
Turning to the story, it’s fine I guess. We’re working with Failsafe to explore Nessus and stop the vex and their mysterious new leader, the Conductor, from using an echo of the Traveler that was jettisoned to Nessus after the Witness’ defeat. While trying to find the Conductor, the Conductor strikes back and begins sowing doubts in Saint-14 about being the real Saint since the real Saint died. It’s an ok plot point I guess. Saint-14 and Osiris tend to take center stage because of their relationship. I don’t particularly care for Osiris as a character because I found him insufferable in Lightfall, so I’m not fond of his frequent inclusion in the story. The most exciting plot revelation is the identity of the Conductor as Maya Sundaresh at the end of act two. Maya has been really built up since Lightfall, so her inclusion in the story is a very interesting turn of events. In the end, I think the story is fine for what it is, and I’m very excited to see where it goes in act three in a few weeks.
SPOILERS END
“Echoes” is a serviceable content drop for Destiny 2. It does a decent job of continuing the story and tying up plot points left over from The Final Shape. I’m intrigued to see where it goes in act three. Sure it’s not perfect, but it’s fine for what it’s supposed to be. It retains the drip-fed content model of previous seasons, but the amount and quality of the content introduced does seem to be better.
